/*  RetroArch - A frontend for libretro.
 *  Copyright (C) 2010-2014 - Hans-Kristian Arntzen
 * 
 *  RetroArch is free software: you can redistribute it and/or modify it under the terms
 *  of the GNU General Public License as published by the Free Software Found-
 *  ation, either version 3 of the License, or (at your option) any later version.
 *
 *  RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
 *  without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
 *  PURPOSE.  See the GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License along with RetroArch.
 *  If not, see <http://www.gnu.org/licenses/>.
 */

#include <stdlib.h>
#include <string.h>

#include <compat/strl.h>
#include <compat/posix_string.h>
#include <file/file_path.h>
#include <retro_assert.h>
#include <streams/file_stream.h>
#include <string/stdstring.h>

#include "../../general.h"
#include "shader_glsl.h"
#include "../video_state_tracker.h"
#include "../../dynamic.h"
#include "../../rewind.h"
#include "../../libretro_version_1.h"

#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif

#ifdef HAVE_OPENGL
#include "../common/gl_common.h"
#endif

#ifdef HAVE_OPENGLES2
#define BORDER_FUNC GL_CLAMP_TO_EDGE
#else
#define BORDER_FUNC GL_CLAMP_TO_BORDER
#endif

#define PREV_TEXTURES (GFX_MAX_TEXTURES - 1)

/* Cache the VBO. */
struct cache_vbo
{
   GLuint vbo_primary;
   GLfloat *buffer_primary;
   size_t size_primary;

   GLuint vbo_secondary;
   GLfloat *buffer_secondary;
   size_t size_secondary;
};

struct shader_program_glsl_data
{
   GLuint vprg;
   GLuint fprg;

   GLuint id;
};

struct glsl_attrib
{
   GLint loc;
   GLsizei size;
   GLsizei offset;
};

static gfx_ctx_proc_t (*glsl_get_proc_address)(const char*);

struct shader_uniforms_frame
{
   int texture;
   int input_size;
   int texture_size;
   int tex_coord;
};

struct shader_uniforms
{
   int mvp;
   int tex_coord;
   int vertex_coord;
   int color;
   int lut_tex_coord;

   int input_size;
   int output_size;
   int texture_size;

   int frame_count;
   unsigned frame_count_mod;
   int frame_direction;

   int lut_texture[GFX_MAX_TEXTURES];
   
   struct shader_uniforms_frame orig;
   struct shader_uniforms_frame feedback;
   struct shader_uniforms_frame pass[GFX_MAX_SHADERS];
   struct shader_uniforms_frame prev[PREV_TEXTURES];
};


static const char *glsl_prefixes[] = {
   "",
   "ruby",
};

/* Need to duplicate these to work around broken stuff on Android.
 * Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
static const char *stock_vertex_modern =
   "attribute vec2 TexCoord;\n"
   "attribute vec2 VertexCoord;\n"
   "attribute vec4 Color;\n"
   "uniform mat4 MVPMatrix;\n"
   "varying vec2 tex_coord;\n"
   "void main() {\n"
   "   gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
   "   tex_coord = TexCoord;\n"
   "}";

static const char *stock_fragment_modern =
   "#ifdef GL_ES\n"
   "precision mediump float;\n"
   "#endif\n"
   "uniform sampler2D Texture;\n"
   "varying vec2 tex_coord;\n"
   "void main() {\n"
   "   gl_FragColor = vec4(texture2D(Texture, tex_coord).rgb, 1.0);\n"
   "}";

static const char *stock_vertex_core =
   "in vec2 TexCoord;\n"
   "in vec2 VertexCoord;\n"
   "in vec4 Color;\n"
   "uniform mat4 MVPMatrix;\n"
   "out vec2 tex_coord;\n"
   "void main() {\n"
   "   gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
   "   tex_coord = TexCoord;\n"
   "}";

static const char *stock_fragment_core =
   "uniform sampler2D Texture;\n"
   "in vec2 tex_coord;\n"
   "out vec4 FragColor;\n"
   "void main() {\n"
   "   FragColor = vec4(texture(Texture, tex_coord).rgb, 1.0);\n"
   "}";

static const char *stock_vertex_legacy =
   "varying vec4 color;\n"
   "void main() {\n"
   "   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
   "   gl_TexCoord[0] = gl_MultiTexCoord0;\n"
   "   color = gl_Color;\n"
   "}";

static const char *stock_fragment_legacy =
   "uniform sampler2D Texture;\n"
   "varying vec4 color;\n"
   "void main() {\n"
   "   gl_FragColor = color * texture2D(Texture, gl_TexCoord[0].xy);\n"
   "}";

static const char *stock_vertex_modern_blend =
   "#ifdef GL_ES\n"
   "precision mediump float;\n"
   "#endif\n"
   "attribute vec2 TexCoord;\n"
   "attribute vec2 VertexCoord;\n"
   "attribute vec4 Color;\n"
   "uniform mat4 MVPMatrix;\n"
   "varying vec2 tex_coord;\n"
   "varying vec4 color;\n"
   "void main() {\n"
   "   gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
   "   tex_coord = TexCoord;\n"
   "   color = Color;\n"
   "}";

static const char *stock_fragment_modern_blend =
   "#ifdef GL_ES\n"
   "precision mediump float;\n"
   "#endif\n"
   "uniform sampler2D Texture;\n"
   "varying vec2 tex_coord;\n"
   "varying vec4 color;\n"
   "void main() {\n"
   "   gl_FragColor = color * texture2D(Texture, tex_coord);\n"
   "}";

static const char *stock_vertex_core_blend =
   "in vec2 TexCoord;\n"
   "in vec2 VertexCoord;\n"
   "in vec4 Color;\n"
   "uniform mat4 MVPMatrix;\n"
   "out vec2 tex_coord;\n"
   "out vec4 color;\n"
   "void main() {\n"
   "   gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
   "   tex_coord = TexCoord;\n"
   "   color = Color;\n"
   "}";

static const char *stock_fragment_core_blend =
   "uniform sampler2D Texture;\n"
   "in vec2 tex_coord;\n"
   "in vec4 color;\n"
   "out vec4 FragColor;\n"
   "void main() {\n"
   "   FragColor = color * texture(Texture, tex_coord);\n"
   "}";

static const char *stock_vertex_xmb =
   "attribute vec3 vPosition;\n"
   "uniform float time;\n"
   "varying vec3 v;\n"
   "float iqhash( float n )\n"
   "{\n"
   "  return fract(sin(n)*43758.5453);\n"
   "}\n"
   "float noise( vec3 x )\n"
   "{\n"
   "  vec3 p = floor(x);\n"
   "  vec3 f = fract(x);\n"
   "  f = f*f*(3.0-2.0*f);\n"
   "  float n = p.x + p.y*57.0 + 113.0*p.z;\n"
   "  return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),\n"
   "  mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),\n"
   "  mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),\n"
   "  mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);\n"
   "}\n"
   "void main()\n"
   "{\n"
   "  v = vPosition;\n"
   "  vec3 v2 = v;\n"
   "  v2.x = v2.x + time/2.0;\n"
   "  v2.z = v.z * 3.0;\n"
   "  v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0;\n"
   "  gl_Position = vec4(v, 1.0);\n"
   "}\n";

static const char *stock_fragment_xmb =
   "uniform float time;\n"
   "varying vec3 v;\n"
   "void main()\n"
   "{\n"
   "  gl_FragColor = vec4(1.0, 1.0, 1.0, 0.05);\n"
   "}\n";

typedef struct glsl_shader_data
{
   struct video_shader *shader;
   struct shader_uniforms uniforms[GFX_MAX_SHADERS];
   struct cache_vbo vbo[GFX_MAX_SHADERS];
   char glsl_alias_define[1024];
   unsigned glsl_active_index;
   unsigned gl_attrib_index;
   struct shader_program_glsl_data prg[GFX_MAX_SHADERS];
   GLuint gl_teximage[GFX_MAX_TEXTURES];
   GLint gl_attribs[PREV_TEXTURES + 2 + 4 + GFX_MAX_SHADERS];
   state_tracker_t *gl_state_tracker;
} glsl_shader_data_t;

static bool glsl_core;
static unsigned glsl_major;
static unsigned glsl_minor;

static GLint gl_glsl_get_uniform(glsl_shader_data_t *glsl,
      GLuint prog, const char *base)
{
   unsigned i;
   GLint loc;
   char buf[64] = {0};

   snprintf(buf, sizeof(buf), "%s%s", glsl->shader->prefix, base);
   loc = glGetUniformLocation(prog, buf);
   if (loc >= 0)
      return loc;

   for (i = 0; i < ARRAY_SIZE(glsl_prefixes); i++)
   {
      snprintf(buf, sizeof(buf), "%s%s", glsl_prefixes[i], base);
      loc = glGetUniformLocation(prog, buf);
      if (loc >= 0)
         return loc;
   }

   return -1;
}

static GLint gl_glsl_get_attrib(glsl_shader_data_t *glsl,
      GLuint prog, const char *base)
{
   unsigned i;
   GLint loc;
   char buf[64] = {0};

   snprintf(buf, sizeof(buf), "%s%s", glsl->shader->prefix, base);
   loc = glGetUniformLocation(prog, buf);
   if (loc >= 0)
      return loc;

   for (i = 0; i < ARRAY_SIZE(glsl_prefixes); i++)
   {
      snprintf(buf, sizeof(buf), "%s%s", glsl_prefixes[i], base);
      loc = glGetAttribLocation(prog, buf);
      if (loc >= 0)
         return loc;
   }

   return -1;
}

static void gl_glsl_print_shader_log(GLuint obj)
{
   char *info_log = NULL;
   GLint max_len, info_len = 0;

   glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &max_len);

   if (max_len == 0)
      return;

   info_log = (char*)malloc(max_len);
   if (!info_log)
      return;

   glGetShaderInfoLog(obj, max_len, &info_len, info_log);

   if (info_len > 0)
      RARCH_LOG("Shader log: %s\n", info_log);

   free(info_log);
}

static void gl_glsl_print_linker_log(GLuint obj)
{
   char *info_log = NULL;
   GLint max_len, info_len = 0;

   glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &max_len);

   if (max_len == 0)
      return;

   info_log = (char*)malloc(max_len);
   if (!info_log)
      return;

   glGetProgramInfoLog(obj, max_len, &info_len, info_log);

   if (info_len > 0)
      RARCH_LOG("Linker log: %s\n", info_log);

   free(info_log);
}

static bool gl_glsl_compile_shader(glsl_shader_data_t *glsl,
      GLuint shader,
      const char *define, const char *program)
{
   GLint status;
   const char *source[4];
   char version[32] = {0};

   if (glsl_core && !strstr(program, "#version"))
   {
      unsigned version_no = 0;
      unsigned gl_ver = glsl_major * 100 + glsl_minor * 10;

      switch (gl_ver)
      {
         case 300:
            version_no = 130;
            break;
         case 310:
            version_no = 140;
            break;
         case 320:
            version_no = 150;
            break;
         default:
            version_no = gl_ver;
            break;
      }

      snprintf(version, sizeof(version), "#version %u\n", version_no);
      RARCH_LOG("[GL]: Using GLSL version %u.\n", version_no);
   }

   source[0] = version;
   source[1] = define;
   source[2] = glsl->glsl_alias_define;
   source[3] = program;

   glShaderSource(shader, ARRAY_SIZE(source), source, NULL);
   glCompileShader(shader);

   glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
   gl_glsl_print_shader_log(shader);

   return status == GL_TRUE;
}

static bool gl_glsl_link_program(GLuint prog)
{
   GLint status;
   
   glLinkProgram(prog);

   glGetProgramiv(prog, GL_LINK_STATUS, &status);
   gl_glsl_print_linker_log(prog);

   if (status != GL_TRUE)
      return false;

   glUseProgram(prog);
   return true;
}


static bool gl_glsl_compile_program(
      void *data,
      unsigned idx,
      void *program_data,
      struct shader_program_info *program_info)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;
   struct shader_program_glsl_data *program = (struct shader_program_glsl_data*)program_data;
   GLuint prog = glCreateProgram();

   if (!program)
      program = &glsl->prg[idx];

   if (!prog)
      goto error;

   if (program_info->vertex)
   {
      RARCH_LOG("Found GLSL vertex shader.\n");
      program->vprg = glCreateShader(GL_VERTEX_SHADER);

      if (!gl_glsl_compile_shader(
               glsl,
               program->vprg,
               "#define VERTEX\n#define PARAMETER_UNIFORM\n", program_info->vertex))
      {
         RARCH_ERR("Failed to compile vertex shader #%u\n", idx);
         goto error;
      }

      glAttachShader(prog, program->vprg);
   }

   if (program_info->fragment)
   {
      RARCH_LOG("Found GLSL fragment shader.\n");
      program->fprg = glCreateShader(GL_FRAGMENT_SHADER);
      if (!gl_glsl_compile_shader(glsl, program->fprg,
               "#define FRAGMENT\n#define PARAMETER_UNIFORM\n", program_info->fragment))
      {
         RARCH_ERR("Failed to compile fragment shader #%u\n", idx);
         goto error;
      }

      glAttachShader(prog, program->fprg);
   }

   if (program_info->vertex || program_info->fragment)
   {
      RARCH_LOG("Linking GLSL program.\n");
      if (!gl_glsl_link_program(prog))
         goto error;

      /* Clean up dead memory. We're not going to relink the program.
       * Detaching first seems to kill some mobile drivers 
       * (according to the intertubes anyways). */
      if (program->vprg)
         glDeleteShader(program->vprg);
      if (program->fprg)
         glDeleteShader(program->fprg);
      program->vprg = 0;
      program->fprg = 0;

      glUseProgram(prog);
      glUniform1i(gl_glsl_get_uniform(glsl, prog, "Texture"), 0);
      glUseProgram(0);
   }

   program->id = prog;

   return true;

error:
   RARCH_ERR("Failed to link program #%u.\n", idx);
   program->id = 0;
   return false;
}

static void gl_glsl_strip_parameter_pragmas(char *source)
{
   /* #pragma parameter lines tend to have " characters in them,
    * which is not legal GLSL. */
   char *s = strstr(source, "#pragma parameter");

   while (s)
   {
      /* #pragmas have to be on a single line,
       * so we can just replace the entire line with spaces. */
      while (*s != '\0' && *s != '\n')
         *s++ = ' ';
      s = strstr(s, "#pragma parameter");
   }
}

static bool gl_glsl_load_source_path(struct video_shader_pass *pass,
      const char *path)
{
   ssize_t len;
   bool ret = filestream_read_file(path,
         (void**)&pass->source.string.vertex, &len);
   if (!ret || len <= 0)
      return false;

   gl_glsl_strip_parameter_pragmas(pass->source.string.vertex);
   pass->source.string.fragment = strdup(pass->source.string.vertex);
   return pass->source.string.fragment && pass->source.string.vertex;
}

static bool gl_glsl_compile_programs(
      glsl_shader_data_t *glsl, struct shader_program_glsl_data *program)
{
   unsigned i;

   for (i = 0; i < glsl->shader->passes; i++)
   {
      struct shader_program_info shader_prog_info;
      const char *vertex           = NULL;
      const char *fragment         = NULL;
      struct video_shader_pass *pass = (struct video_shader_pass*)
         &glsl->shader->pass[i];

      /* If we load from GLSLP (CGP),
       * load the file here, and pretend
       * we were really using XML all along.
       */
      if (*pass->source.path && !gl_glsl_load_source_path(
               pass, pass->source.path))
      {
         RARCH_ERR("Failed to load GLSL shader: %s.\n",
               pass->source.path);
         return false;
      }
      *pass->source.path = '\0';

      vertex   = pass->source.string.vertex;
      fragment = pass->source.string.fragment;

      shader_prog_info.vertex   = vertex;
      shader_prog_info.fragment = fragment;
      shader_prog_info.is_file  = false;

      if (!gl_glsl_compile_program(glsl, i, 
            &program[i], 
            &shader_prog_info))
      {
         RARCH_ERR("Failed to create GL program #%u.\n", i);
         return false;
      }
   }

   return true;
}

static void gl_glsl_reset_attrib(glsl_shader_data_t *glsl)
{
   unsigned i;

   /* Add sanity check that we did not overflow. */
   retro_assert(glsl->gl_attrib_index <= ARRAY_SIZE(glsl->gl_attribs));

   for (i = 0; i < glsl->gl_attrib_index; i++)
      glDisableVertexAttribArray(glsl->gl_attribs[i]);
   glsl->gl_attrib_index = 0;
}

static void gl_glsl_set_vbo(GLfloat **buffer, size_t *buffer_elems,
      const GLfloat *data, size_t elems)
{
   if (elems != *buffer_elems || 
         memcmp(data, *buffer, elems * sizeof(GLfloat)))
   {
      if (elems > *buffer_elems)
      {
         GLfloat *new_buffer = (GLfloat*)
            realloc(*buffer, elems * sizeof(GLfloat));
         retro_assert(new_buffer);
         *buffer = new_buffer;
      }

      memcpy(*buffer, data, elems * sizeof(GLfloat));
      glBufferData(GL_ARRAY_BUFFER, elems * sizeof(GLfloat),
            data, GL_STATIC_DRAW);
      *buffer_elems = elems;
   }
}

static void gl_glsl_set_attribs(glsl_shader_data_t *glsl,
      GLuint vbo,
      GLfloat **buffer, size_t *buffer_elems,
      const GLfloat *data, size_t elems,
      const struct glsl_attrib *attrs, size_t num_attrs)
{
   size_t i;

   glBindBuffer(GL_ARRAY_BUFFER, vbo);

   gl_glsl_set_vbo(buffer, buffer_elems, data, elems);

   for (i = 0; i < num_attrs; i++)
   {
      GLint loc = attrs[i].loc;

      if (glsl->gl_attrib_index < ARRAY_SIZE(glsl->gl_attribs))
      {
         glEnableVertexAttribArray(loc);
         glVertexAttribPointer(loc, attrs[i].size, GL_FLOAT, GL_FALSE, 0,
               (const GLvoid*)(uintptr_t)attrs[i].offset);
         glsl->gl_attribs[glsl->gl_attrib_index++] = loc;
      }
      else
         RARCH_WARN("Attrib array buffer was overflown!\n");
   }

   glBindBuffer(GL_ARRAY_BUFFER, 0);
}

static void gl_glsl_clear_uniforms_frame(struct shader_uniforms_frame *frame)
{
   frame->texture      = -1;
   frame->texture_size = -1;
   frame->input_size   = -1;
   frame->tex_coord    = -1;
}

static void gl_glsl_find_uniforms_frame(glsl_shader_data_t *glsl,
      GLuint prog,
      struct shader_uniforms_frame *frame, const char *base)
{
   char texture[64]      = {0};
   char texture_size[64] = {0};
   char input_size[64]   = {0};
   char tex_coord[64]    = {0};

   snprintf(texture, sizeof(texture), "%s%s", base, "Texture");
   snprintf(texture_size, sizeof(texture_size), "%s%s", base, "TextureSize");
   snprintf(input_size, sizeof(input_size), "%s%s", base, "InputSize");
   snprintf(tex_coord, sizeof(tex_coord), "%s%s", base, "TexCoord");

   if (frame->texture < 0)
      frame->texture = gl_glsl_get_uniform(glsl, prog, texture);
   if (frame->texture_size < 0)
      frame->texture_size = gl_glsl_get_uniform(glsl, prog, texture_size);
   if (frame->input_size < 0)
      frame->input_size = gl_glsl_get_uniform(glsl, prog, input_size);
   if (frame->tex_coord < 0)
      frame->tex_coord = gl_glsl_get_attrib(glsl, prog, tex_coord);
}

static void gl_glsl_find_uniforms(glsl_shader_data_t *glsl,
      unsigned pass, GLuint prog,
      struct shader_uniforms *uni)
{
   unsigned i;
   char frame_base[64] = {0};

   glUseProgram(prog);

   uni->mvp             = gl_glsl_get_uniform(glsl, prog, "MVPMatrix");
   uni->tex_coord       = gl_glsl_get_attrib(glsl, prog, "TexCoord");
   uni->vertex_coord    = gl_glsl_get_attrib(glsl, prog, "VertexCoord");
   uni->color           = gl_glsl_get_attrib(glsl, prog, "Color");
   uni->lut_tex_coord   = gl_glsl_get_attrib(glsl, prog, "LUTTexCoord");

   uni->input_size      = gl_glsl_get_uniform(glsl, prog, "InputSize");
   uni->output_size     = gl_glsl_get_uniform(glsl, prog, "OutputSize");
   uni->texture_size    = gl_glsl_get_uniform(glsl, prog, "TextureSize");

   uni->frame_count     = gl_glsl_get_uniform(glsl, prog, "FrameCount");
   uni->frame_direction = gl_glsl_get_uniform(glsl, prog, "FrameDirection");

   for (i = 0; i < glsl->shader->luts; i++)
      uni->lut_texture[i] = glGetUniformLocation(prog, glsl->shader->lut[i].id);

   gl_glsl_clear_uniforms_frame(&uni->orig);
   gl_glsl_find_uniforms_frame(glsl, prog, &uni->orig, "Orig");
   gl_glsl_clear_uniforms_frame(&uni->feedback);
   gl_glsl_find_uniforms_frame(glsl, prog, &uni->feedback, "Feedback");

   if (pass > 1)
   {
      snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass);
      gl_glsl_find_uniforms_frame(glsl, prog, &uni->orig, frame_base);
   }

   for (i = 0; i + 1 < pass; i++)
   {
      snprintf(frame_base, sizeof(frame_base), "Pass%u", i + 1);
      gl_glsl_clear_uniforms_frame(&uni->pass[i]);
      gl_glsl_find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base);
      snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass - (i + 1));
      gl_glsl_find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base);

      if (*glsl->shader->pass[i].alias)
         gl_glsl_find_uniforms_frame(glsl, prog, &uni->pass[i], glsl->shader->pass[i].alias);
   }

   gl_glsl_clear_uniforms_frame(&uni->prev[0]);
   gl_glsl_find_uniforms_frame(glsl, prog, &uni->prev[0], "Prev");
   for (i = 1; i < PREV_TEXTURES; i++)
   {
      snprintf(frame_base, sizeof(frame_base), "Prev%u", i);
      gl_glsl_clear_uniforms_frame(&uni->prev[i]);
      gl_glsl_find_uniforms_frame(glsl, prog, &uni->prev[i], frame_base);
   }

   glUseProgram(0);
}

static void gl_glsl_deinit_shader(glsl_shader_data_t *glsl)
{
   unsigned i;

   if (!glsl || !glsl->shader)
      return;

   for (i = 0; i < glsl->shader->passes; i++)
   {
      free(glsl->shader->pass[i].source.string.vertex);
      free(glsl->shader->pass[i].source.string.fragment);
   }

   free(glsl->shader->script);
   free(glsl->shader);
   glsl->shader = NULL;
}

static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
{
   unsigned i;

   if (!glsl)
      return;

   glUseProgram(0);
   for (i = 0; i < GFX_MAX_SHADERS; i++)
   {
      if (glsl->prg[i].id == 0 || (i && glsl->prg[i].id == glsl->prg[0].id))
         continue;
      if (!glIsProgram(glsl->prg[i].id))
         continue;

      glDeleteProgram(glsl->prg[i].id);
   }

   if (glsl->shader && glsl->shader->luts)
      glDeleteTextures(glsl->shader->luts, glsl->gl_teximage);

   memset(glsl->prg, 0, sizeof(glsl->prg));
   memset(glsl->uniforms, 0, sizeof(glsl->uniforms));
   glsl->glsl_active_index = 0;

   gl_glsl_deinit_shader(glsl);

   if (glsl->gl_state_tracker)
      state_tracker_free(glsl->gl_state_tracker);
   glsl->gl_state_tracker = NULL;

   gl_glsl_reset_attrib(glsl);

   for (i = 0; i < GFX_MAX_SHADERS; i++)
   {
      if (glsl->vbo[i].vbo_primary)
         glDeleteBuffers(1, &glsl->vbo[i].vbo_primary);
      if (glsl->vbo[i].vbo_secondary)
         glDeleteBuffers(1, &glsl->vbo[i].vbo_secondary);

      free(glsl->vbo[i].buffer_primary);
      free(glsl->vbo[i].buffer_secondary);
   }
   memset(&glsl->vbo, 0, sizeof(glsl->vbo));
}

static void gl_glsl_deinit(void *data)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;

   if (!glsl)
      return;

   gl_glsl_destroy_resources(glsl);

   free(glsl);
}

static void *gl_glsl_init(void *data, const char *path)
{
   unsigned i;
   struct shader_program_info shader_prog_info;
   config_file_t *conf        = NULL;
   const char *stock_vertex   = NULL;
   const char *stock_fragment = NULL;
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)
      calloc(1, sizeof(glsl_shader_data_t));

   if (!glsl)
      return NULL;

#ifndef HAVE_OPENGLES2
   RARCH_LOG("Checking GLSL shader support ...\n");
   bool shader_support = glCreateProgram && glUseProgram && glCreateShader
      && glDeleteShader && glShaderSource && glCompileShader && glAttachShader
      && glDetachShader && glLinkProgram && glGetUniformLocation
      && glUniform1i && glUniform1f && glUniform2fv && glUniform4fv 
      && glUniformMatrix4fv
      && glGetShaderiv && glGetShaderInfoLog && glGetProgramiv 
      && glGetProgramInfoLog 
      && glDeleteProgram && glGetAttachedShaders
      && glGetAttribLocation && glEnableVertexAttribArray 
      && glDisableVertexAttribArray
      && glVertexAttribPointer
      && glGenBuffers && glBufferData && glDeleteBuffers && glBindBuffer;

   if (!shader_support)
   {
      RARCH_ERR("GLSL shaders aren't supported by your OpenGL driver.\n");
      goto error;
   }
#endif

   glsl->shader = (struct video_shader*)calloc(1, sizeof(*glsl->shader));
   if (!glsl->shader)
      goto error;

   if (path)
   {
      bool ret             = false;
      const char *path_ext = path_get_extension(path);

      if (string_is_equal(path_ext, "glsl"))
      {
         strlcpy(glsl->shader->pass[0].source.path, path,
               sizeof(glsl->shader->pass[0].source.path));
         glsl->shader->passes = 1;
         glsl->shader->modern = true;
         ret = true;
      }
      else if (string_is_equal(path_ext, "glslp"))
      {
         conf = config_file_new(path);
         if (conf)
         {
            ret = video_shader_read_conf_cgp(conf, glsl->shader);
            glsl->shader->modern = true;
         }
      }

      if (!ret)
      {
         RARCH_ERR("[GL]: Failed to parse GLSL shader.\n");
         goto error;
      }
   }
   else
   {
      RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n");
      glsl->shader->passes = 1;
      glsl->shader->pass[0].source.string.vertex   = 
         strdup(glsl_core ? stock_vertex_core : stock_vertex_modern);
      glsl->shader->pass[0].source.string.fragment = 
         strdup(glsl_core ? stock_fragment_core : stock_fragment_modern);
      glsl->shader->modern = true;
   }

   video_shader_resolve_relative(glsl->shader, path);
   video_shader_resolve_parameters(conf, glsl->shader);

   if (conf)
   {
      config_file_free(conf);
      conf = NULL;
   }

   stock_vertex = (glsl->shader->modern) ?
      stock_vertex_modern : stock_vertex_legacy;
   stock_fragment = (glsl->shader->modern) ?
      stock_fragment_modern : stock_fragment_legacy;

   if (glsl_core)
   {
      stock_vertex = stock_vertex_core;
      stock_fragment = stock_fragment_core;
   }

#ifdef HAVE_OPENGLES2
   if (!glsl->shader->modern)
   {
      RARCH_ERR("[GL]: GLES context is used, but shader is not modern. Cannot use it.\n");
      goto error;
   }
#else
   if (glsl_core && !glsl->shader->modern)
   {
      RARCH_ERR("[GL]: GL core context is used, but shader is not core compatible. Cannot use it.\n");
      goto error;
   }
#endif

   /* Find all aliases we use in our GLSLP and add #defines for them so
    * that a shader can choose a fallback if we are not using a preset. */
   *glsl->glsl_alias_define = '\0';
   for (i = 0; i < glsl->shader->passes; i++)
   {
      if (*glsl->shader->pass[i].alias)
      {
         char define[128] = {0};

         snprintf(define, sizeof(define), "#define %s_ALIAS\n",
               glsl->shader->pass[i].alias);
         strlcat(glsl->glsl_alias_define, define, sizeof(glsl->glsl_alias_define));
      }
   }

   shader_prog_info.vertex   = stock_vertex;
   shader_prog_info.fragment = stock_fragment;
   shader_prog_info.is_file  = false;

   if (!gl_glsl_compile_program(glsl, 0, &glsl->prg[0], &shader_prog_info))
   {
      RARCH_ERR("GLSL stock programs failed to compile.\n");
      goto error;
   }

   if (!gl_glsl_compile_programs(glsl, &glsl->prg[1]))
      goto error;

   if (!gl_load_luts(glsl->shader, glsl->gl_teximage))
   {
      RARCH_ERR("[GL]: Failed to load LUTs.\n");
      goto error;
   }

   for (i = 0; i <= glsl->shader->passes; i++)
      gl_glsl_find_uniforms(glsl, i, glsl->prg[i].id, &glsl->uniforms[i]);

#ifdef GLSL_DEBUG
   if (!gl_check_error())
      RARCH_WARN("Detected GL error in GLSL.\n");
#endif

   if (glsl->shader->variables)
   {
      retro_ctx_memory_info_t mem_info;
      struct state_tracker_info info = {0};

      mem_info.id = RETRO_MEMORY_SYSTEM_RAM;

      core_ctl(CORE_CTL_RETRO_GET_MEMORY, &mem_info);

      info.wram      = (uint8_t*)mem_info.data;
      info.info      = glsl->shader->variable;
      info.info_elem = glsl->shader->variables;

#ifdef HAVE_PYTHON
      info.script = glsl->shader->script;
      info.script_class = *glsl->shader->script_class ?
         glsl->shader->script_class : NULL;
#endif

      glsl->gl_state_tracker = state_tracker_init(&info);
      if (!glsl->gl_state_tracker)
         RARCH_WARN("Failed to init state tracker.\n");
   }
   
   glsl->prg[glsl->shader->passes  + 1]     = glsl->prg[0];
   glsl->uniforms[glsl->shader->passes + 1] = glsl->uniforms[0];

   if (glsl->shader->modern)
   {
      shader_prog_info.vertex   = 
            glsl_core ? 
            stock_vertex_core_blend : stock_vertex_modern_blend;
      shader_prog_info.fragment = 
            glsl_core ? 
            stock_fragment_core_blend : stock_fragment_modern_blend;
      shader_prog_info.is_file  = false;

      gl_glsl_compile_program(
            glsl,
            VIDEO_SHADER_STOCK_BLEND,
            &glsl->prg[VIDEO_SHADER_STOCK_BLEND],
            &shader_prog_info
            );

      gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_STOCK_BLEND].id,
            &glsl->uniforms[VIDEO_SHADER_STOCK_BLEND]);
   }
   else
   {
      glsl->prg[VIDEO_SHADER_STOCK_BLEND] = glsl->prg[0];
      glsl->uniforms[VIDEO_SHADER_STOCK_BLEND] = glsl->uniforms[0];
   }

   shader_prog_info.vertex   = stock_vertex_xmb;
   shader_prog_info.fragment = stock_fragment_xmb;
   shader_prog_info.is_file  = false;

   gl_glsl_compile_program(
         glsl,
         VIDEO_SHADER_MENU,
         &glsl->prg[VIDEO_SHADER_MENU],
         &shader_prog_info);

   gl_glsl_reset_attrib(glsl);

   for (i = 0; i < GFX_MAX_SHADERS; i++)
   {
      glGenBuffers(1, &glsl->vbo[i].vbo_primary);
      glGenBuffers(1, &glsl->vbo[i].vbo_secondary);
   }

   return glsl;

error:
   gl_glsl_destroy_resources(glsl);

   if (glsl)
      free(glsl);

   return NULL;
}

static void glsl_uniform_set_parameter(void *data, void *_shader_data, void *uniform_data)
{
   struct uniform_info *param = (struct uniform_info*)data;
   struct shader_program_glsl_data *shader_data = (struct shader_program_glsl_data*)_shader_data;

   if (!param)
      return;

   switch (param->type)
   {
      case UNIFORM_1F:
         glUniform1f(param->location, param->result.f.v0);
         break;
      case UNIFORM_2F:
         glUniform2f(param->location, param->result.f.v0,
               param->result.f.v1);
         break;
      case UNIFORM_3F:
         glUniform3f(param->location, param->result.f.v0,
               param->result.f.v1, param->result.f.v2);
         break;
      case UNIFORM_4F:
         glUniform4f(param->location, param->result.f.v0,
               param->result.f.v1, param->result.f.v2,
               param->result.f.v3);
         break;
      case UNIFORM_1FV:
         glUniform1fv(param->location, 1, param->result.floatv);
         break;
      case UNIFORM_2FV:
         glUniform2fv(param->location, 1, param->result.floatv);
         break;
      case UNIFORM_3FV:
         glUniform3fv(param->location, 1, param->result.floatv);
         break;
      case UNIFORM_4FV:
         glUniform4fv(param->location, 1, param->result.floatv);
         break;
      case UNIFORM_1I:
         glUniform1i(param->location, param->result.integer.v0);
         break;
   }
}

static void gl_glsl_set_params(void *data, void *shader_data,
      unsigned width, unsigned height, 
      unsigned tex_width, unsigned tex_height, 
      unsigned out_width, unsigned out_height,
      unsigned frame_count,
      const void *_info, 
      const void *_prev_info, 
      const void *_feedback_info,
      const void *_fbo_info, unsigned fbo_info_cnt)
{
   unsigned i;
   struct uniform_info uniform_params[10];
   GLfloat buffer[512];
   struct glsl_attrib attribs[32];
   float input_size[2], output_size[2], texture_size[2];
   unsigned uniform_count = 0;
   unsigned texunit = 1;
   const struct shader_uniforms *uni = NULL;
   size_t size = 0, attribs_size = 0;
   const struct gfx_tex_info *info = (const struct gfx_tex_info*)_info;
   const struct gfx_tex_info *prev_info = (const struct gfx_tex_info*)_prev_info;
   const struct gfx_tex_info *feedback_info = (const struct gfx_tex_info*)_feedback_info;
   const struct gfx_tex_info *fbo_info = (const struct gfx_tex_info*)_fbo_info;
   struct glsl_attrib *attr = (struct glsl_attrib*)attribs;
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data;

   if (!glsl)
      return;

   uni = (const struct shader_uniforms*)&glsl->uniforms[glsl->glsl_active_index];

   if (glsl->prg[glsl->glsl_active_index].id == 0)
      return;

   input_size [0]  = (float)width;
   input_size [1]  = (float)height;
   output_size[0]  = (float)out_width;
   output_size[1]  = (float)out_height;
   texture_size[0] = (float)tex_width;
   texture_size[1] = (float)tex_height;

   uniform_params[0].enabled       = false;
   uniform_params[0].location      = uni->input_size;
   uniform_params[0].type          = UNIFORM_2FV;
   uniform_params[0].result.floatv = input_size;

   if (uni->input_size >= 0)
      uniform_params[0].enabled       = true;

   uniform_params[1].enabled       = false;
   uniform_params[1].location      = uni->output_size;
   uniform_params[1].type          = UNIFORM_2FV;
   uniform_params[1].result.floatv = output_size;

   if (uni->output_size >= 0)
      uniform_params[1].enabled       = true;

   uniform_params[2].enabled       = false;
   uniform_params[2].location      = uni->texture_size;
   uniform_params[2].type          = UNIFORM_2FV;
   uniform_params[2].result.floatv = texture_size;

   if (uni->texture_size >= 0)
      uniform_params[2].enabled       = true;

   uniform_count += 3;
   
   if (uni->frame_count >= 0 && glsl->glsl_active_index)
   {
      unsigned modulo = glsl->shader->pass[glsl->glsl_active_index - 1].frame_count_mod;

      if (modulo)
         frame_count %= modulo;

      uniform_params[uniform_count].enabled  = true;
      uniform_params[uniform_count].location = uni->frame_count;
      uniform_params[uniform_count].type     = UNIFORM_1I;
      uniform_params[uniform_count].result.integer.v0 = frame_count;

      uniform_count++;
   }

   uniform_params[uniform_count].enabled  = true;
   uniform_params[uniform_count].location = uni->frame_direction;
   uniform_params[uniform_count].type     = UNIFORM_1I;
   uniform_params[uniform_count].result.integer.v0 = 
      state_manager_frame_is_reversed() ? -1 : 1;
   uniform_count++;

   for (i = 0; i < uniform_count; i++)
      glsl_uniform_set_parameter(&uniform_params[i], NULL, NULL);

   /* Set lookup textures. */
   for (i = 0; i < glsl->shader->luts; i++)
   {
      struct uniform_info lut_uniform;
      if (uni->lut_texture[i] < 0)
         continue;

      /* Have to rebind as HW render could override this. */
      glActiveTexture(GL_TEXTURE0 + texunit);
      glBindTexture(GL_TEXTURE_2D, glsl->gl_teximage[i]);

      lut_uniform.enabled           = true;
      lut_uniform.location          = uni->lut_texture[i];
      lut_uniform.type              = UNIFORM_1I;
      lut_uniform.result.integer.v0 = texunit;

      glsl_uniform_set_parameter(&lut_uniform, NULL, NULL);
      texunit++;
   }

   if (glsl->glsl_active_index)
   {
      unsigned j;
      struct uniform_info orig_uniforms[2];
      struct uniform_info feedback_uniforms[2];

      /* Set original texture. */
      if (uni->orig.texture >= 0)
      {
         struct uniform_info orig_tex_uniform;
         /* Bind original texture. */
         glActiveTexture(GL_TEXTURE0 + texunit);

         orig_tex_uniform.enabled           = true;
         orig_tex_uniform.location          = uni->orig.texture;
         orig_tex_uniform.type              = UNIFORM_1I;
         orig_tex_uniform.result.integer.v0 = texunit;

         glsl_uniform_set_parameter(&orig_tex_uniform, NULL, NULL);

         glBindTexture(GL_TEXTURE_2D, info->tex);
         texunit++;
      }

      orig_uniforms[0].enabled           = false;
      orig_uniforms[0].location          = uni->orig.texture_size;
      orig_uniforms[0].type              = UNIFORM_2FV;
      orig_uniforms[0].result.floatv     = (float*)info->tex_size;

      if (uni->orig.texture_size >= 0)
         orig_uniforms[0].enabled        = true;

      orig_uniforms[1].enabled           = false;
      orig_uniforms[1].location          = uni->orig.input_size;
      orig_uniforms[1].type              = UNIFORM_2FV;
      orig_uniforms[1].result.floatv     = (float*)info->input_size;

      if (uni->orig.input_size >= 0)
         orig_uniforms[1].enabled        = true;

      for (j = 0; j < 2; j++)
         glsl_uniform_set_parameter(&orig_uniforms[i], NULL, NULL);

      /* Pass texture coordinates. */
      if (uni->orig.tex_coord >= 0)
      {
         attr->loc    = uni->orig.tex_coord;
         attr->size   = 2;
         attr->offset = size * sizeof(GLfloat);
         attribs_size++;
         attr++;

         memcpy(buffer + size, info->coord, 8 * sizeof(GLfloat));
         size += 8;
      }

      /* Set feedback texture. */
      if (uni->feedback.texture >= 0)
      {
         struct uniform_info feedback_texture_param;

         /* Bind original texture. */
         glActiveTexture(GL_TEXTURE0 + texunit);

         feedback_texture_param.enabled  = true;
         feedback_texture_param.location = uni->pass[i].texture;
         feedback_texture_param.type     = UNIFORM_1I;
         feedback_texture_param.result.integer.v0 = texunit;

         glsl_uniform_set_parameter(&feedback_texture_param, NULL, NULL);

         glBindTexture(GL_TEXTURE_2D, feedback_info->tex);
         texunit++;
      }

      feedback_uniforms[0].enabled           = false;
      feedback_uniforms[0].location          = uni->feedback.texture_size;
      feedback_uniforms[0].type              = UNIFORM_2FV;
      feedback_uniforms[0].result.floatv     = (float*)feedback_info->tex_size;

      if (uni->feedback.texture_size >= 0)
         feedback_uniforms[0].enabled        = true;

      feedback_uniforms[1].enabled           = false;
      feedback_uniforms[1].location          = uni->feedback.input_size;
      feedback_uniforms[1].type              = UNIFORM_2FV;
      feedback_uniforms[1].result.floatv     = (float*)feedback_info->input_size;

      if (uni->feedback.input_size >= 0)
         feedback_uniforms[1].enabled        = true;

      for (j = 0; j < 2; j++)
         glsl_uniform_set_parameter(&feedback_uniforms[i], NULL, NULL);

      /* Pass texture coordinates. */
      if (uni->feedback.tex_coord >= 0)
      {
         attr->loc    = uni->feedback.tex_coord;
         attr->size   = 2;
         attr->offset = size * sizeof(GLfloat);
         attribs_size++;
         attr++;

         memcpy(buffer + size, feedback_info->coord, 8 * sizeof(GLfloat));
         size += 8;
      }

      /* Bind FBO textures. */
      for (i = 0; i < fbo_info_cnt; i++)
      {
         unsigned j;
         struct uniform_info fbo_tex_params[3];

         if (uni->pass[i].texture)
         {
            glActiveTexture(GL_TEXTURE0 + texunit);
            glBindTexture(GL_TEXTURE_2D, fbo_info[i].tex);

            fbo_tex_params[0].enabled  = true;
            fbo_tex_params[0].location = uni->pass[i].texture;
            fbo_tex_params[0].type     = UNIFORM_1I;
            fbo_tex_params[0].result.integer.v0 = texunit;

            texunit++;
         }

         fbo_tex_params[1].enabled  = false;
         fbo_tex_params[1].location = uni->pass[i].texture_size;
         fbo_tex_params[1].type     = UNIFORM_2FV;
         fbo_tex_params[1].result.floatv = (float*)fbo_info[i].tex_size;

         if (uni->pass[i].texture_size >= 0)
            fbo_tex_params[1].enabled  = true;

         fbo_tex_params[2].enabled  = false;
         fbo_tex_params[2].location = uni->pass[i].input_size;
         fbo_tex_params[2].type     = UNIFORM_2FV;
         fbo_tex_params[2].result.floatv = (float*)fbo_info[i].input_size;

         if (uni->pass[i].input_size >= 0)
            fbo_tex_params[2].enabled  = true;

         for (j = 0; j < 3; j++)
            glsl_uniform_set_parameter(&fbo_tex_params[i], NULL, NULL);

         if (uni->pass[i].tex_coord >= 0)
         {
            attr->loc    = uni->pass[i].tex_coord;
            attr->size   = 2;
            attr->offset = size * sizeof(GLfloat);
            attribs_size++;
            attr++;

            memcpy(buffer + size, fbo_info[i].coord, 8 * sizeof(GLfloat));
            size += 8;
         }
      }
   }

   /* Set previous textures. Only bind if they're actually used. */
   for (i = 0; i < PREV_TEXTURES; i++)
   {
      unsigned j;
      struct uniform_info prev_tex_params[3];

      if (uni->prev[i].texture >= 0)
      {
         glActiveTexture(GL_TEXTURE0 + texunit);
         glBindTexture(GL_TEXTURE_2D, prev_info[i].tex);

         prev_tex_params[0].enabled  = true;
         prev_tex_params[0].location = uni->prev[i].texture;
         prev_tex_params[0].type     = UNIFORM_1I;
         prev_tex_params[0].result.integer.v0 = texunit;

         texunit++;
      }

      prev_tex_params[1].enabled  = false;
      prev_tex_params[1].location = uni->prev[i].texture_size;
      prev_tex_params[1].type     = UNIFORM_2FV;
      prev_tex_params[1].result.floatv = (float*)prev_info[i].tex_size;

      if (uni->prev[i].texture_size >= 0)
         prev_tex_params[1].enabled  = true;

      prev_tex_params[2].enabled  = false;
      prev_tex_params[2].location = uni->prev[i].input_size;
      prev_tex_params[2].type     = UNIFORM_2FV;
      prev_tex_params[2].result.floatv = (float*)prev_info[i].input_size;

      if (uni->prev[i].input_size >= 0)
         prev_tex_params[2].enabled  = true;

      for (j = 0; j < 3; j++)
         glsl_uniform_set_parameter(&prev_tex_params[i], NULL, NULL);

      /* Pass texture coordinates. */
      if (uni->prev[i].tex_coord >= 0)
      {
         attr->loc    = uni->prev[i].tex_coord;
         attr->size   = 2;
         attr->offset = size * sizeof(GLfloat);
         attribs_size++;
         attr++;

         memcpy(buffer + size, prev_info[i].coord, 8 * sizeof(GLfloat));
         size += 8;
      }
   }

   if (size)
      gl_glsl_set_attribs(glsl, glsl->vbo[glsl->glsl_active_index].vbo_secondary,
            &glsl->vbo[glsl->glsl_active_index].buffer_secondary,
            &glsl->vbo[glsl->glsl_active_index].size_secondary,
            buffer, size, attribs, attribs_size);

   glActiveTexture(GL_TEXTURE0);

   /* #pragma parameters. */
   for (i = 0; i < glsl->shader->num_parameters; i++)
   {
      struct uniform_info pragma_param;
      int location = glGetUniformLocation(
            glsl->prg[glsl->glsl_active_index].id,
            glsl->shader->parameters[i].id);

      pragma_param.enabled     = true;
      pragma_param.location    = location;
      pragma_param.type        = UNIFORM_1F;
      pragma_param.result.f.v0 = glsl->shader->parameters[i].current;

      glsl_uniform_set_parameter(&pragma_param, NULL, NULL);
   }

   /* Set state parameters. */
   if (glsl->gl_state_tracker)
   {
      static struct state_tracker_uniform state_info[GFX_MAX_VARIABLES];
      static unsigned cnt = 0;

      if (glsl->glsl_active_index == 1)
         cnt = state_tracker_get_uniform(glsl->gl_state_tracker, state_info,
               GFX_MAX_VARIABLES, frame_count);

      for (i = 0; i < cnt; i++)
      {
         struct uniform_info state_param;
         int location = glGetUniformLocation(
               glsl->prg[glsl->glsl_active_index].id,
               state_info[i].id);

         state_param.enabled     = true;
         state_param.location    = location;
         state_param.type        = UNIFORM_1F;
         state_param.result.f.v0 = state_info[i].value;

         glsl_uniform_set_parameter(&state_param, NULL, NULL);
      }
   }
}

static bool gl_glsl_set_mvp(void *data, void *shader_data, const math_matrix_4x4 *mat)
{
   int loc;
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data;

   (void)data;

   if (!glsl || !glsl->shader->modern)
   {
      gl_ff_matrix(mat);
      return false;
   }

   loc = glsl->uniforms[glsl->glsl_active_index].mvp;
   if (loc >= 0)
      glUniformMatrix4fv(loc, 1, GL_FALSE, mat->data);

   return true;
}

static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const void *data)
{
   /* Avoid hitting malloc on every single regular quad draw. */
   GLfloat short_buffer[4 * (2 + 2 + 4 + 2)];
   GLfloat *buffer;
   struct glsl_attrib attribs[4];
   size_t attribs_size = 0, size = 0;
   struct glsl_attrib *attr = NULL;
   const struct shader_uniforms *uni = NULL;
   const struct gfx_coords *coords = (const struct gfx_coords*)data;
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data;

   if (!glsl || !glsl->shader->modern || !coords)
   {
      gl_ff_vertex(coords);
      return false;
   }

   buffer = short_buffer;
   if (coords->vertices > 4)
      buffer = (GLfloat*)calloc(coords->vertices * 
            (2 + 2 + 4 + 2), sizeof(*buffer));

   if (!buffer)
   {
      gl_ff_vertex(coords);
      return false;
   }

   attr = attribs;
   uni  = &glsl->uniforms[glsl->glsl_active_index];

   if (uni->tex_coord >= 0)
   {
      attr->loc    = uni->tex_coord;
      attr->size   = 2;
      attr->offset = size * sizeof(GLfloat);
      attribs_size++;
      attr++;

      memcpy(buffer + size, coords->tex_coord, 
            2 * coords->vertices * sizeof(GLfloat));
      size += 2 * coords->vertices;
   }

   if (uni->vertex_coord >= 0)
   {
      attr->loc    = uni->vertex_coord;
      attr->size   = 2;
      attr->offset = size * sizeof(GLfloat);
      attribs_size++;
      attr++;

      memcpy(buffer + size, coords->vertex, 
            2 * coords->vertices * sizeof(GLfloat));
      size += 2 * coords->vertices;
   }

   if (uni->color >= 0)
   {
      attr->loc    = uni->color;
      attr->size   = 4;
      attr->offset = size * sizeof(GLfloat);
      attribs_size++;
      attr++;

      memcpy(buffer + size, coords->color,
            4 * coords->vertices * sizeof(GLfloat));
      size += 4 * coords->vertices;
   }

   if (uni->lut_tex_coord >= 0)
   {
      attr->loc    = uni->lut_tex_coord;
      attr->size   = 2;
      attr->offset = size * sizeof(GLfloat);
      attribs_size++;
      attr++;

      memcpy(buffer + size, coords->lut_tex_coord,
            2 * coords->vertices * sizeof(GLfloat));
      size += 2 * coords->vertices;
   }

   if (size)
      gl_glsl_set_attribs(glsl,
            glsl->vbo[glsl->glsl_active_index].vbo_primary,
            &glsl->vbo[glsl->glsl_active_index].buffer_primary,
            &glsl->vbo[glsl->glsl_active_index].size_primary,
            buffer, size,
            attribs, attribs_size);

   if (buffer != short_buffer)
      free(buffer);

   return true;
}

static void gl_glsl_use(void *data, void *shader_data, unsigned idx, bool set_active)
{
   GLuint id;

   if (set_active)
   {
      glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data;
      if (!glsl)
         return;

      gl_glsl_reset_attrib(glsl);
      glsl->glsl_active_index = idx;
      id                      = glsl->prg[idx].id;
   }
   else 
      id = (GLuint)idx;

   glUseProgram(id);
}

static unsigned gl_glsl_num(void *data)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;
   if (glsl && glsl->shader)
      return glsl->shader->passes;
   return 0;
}

static bool gl_glsl_filter_type(void *data, unsigned idx, bool *smooth)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;
   if (glsl && idx 
         && (glsl->shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC)
      )
   {
      *smooth = (glsl->shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR);
      return true;
   }
   return false;
}

static enum gfx_wrap_type gl_glsl_wrap_type(void *data, unsigned idx)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;
   if (glsl && idx)
      return glsl->shader->pass[idx - 1].wrap;
   return RARCH_WRAP_BORDER;
}

static void gl_glsl_shader_scale(void *data, unsigned idx, struct gfx_fbo_scale *scale)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;
   if (glsl && idx)
      *scale = glsl->shader->pass[idx - 1].fbo;
   else
      scale->valid = false;
}

static unsigned gl_glsl_get_prev_textures(void *data)
{
   unsigned i, j;
   unsigned max_prev = 0;
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;

   if (!glsl)
      return 0;

   for (i = 1; i <= glsl->shader->passes; i++)
      for (j = 0; j < PREV_TEXTURES; j++)
         if (glsl->uniforms[i].prev[j].texture >= 0)
            max_prev = MAX(j + 1, max_prev);

   return max_prev;
}

static bool gl_glsl_mipmap_input(void *data, unsigned idx)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;
   if (glsl && idx)
      return glsl->shader->pass[idx - 1].mipmap;
   return false;
}

static bool gl_glsl_get_feedback_pass(void *data, unsigned *index)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;
   if (!glsl || glsl->shader->feedback_pass < 0)
      return false;

   *index = glsl->shader->feedback_pass;
   return true;
}

static struct video_shader *gl_glsl_get_current_shader(void *data)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;
   if (!glsl)
      return NULL;
   return glsl->shader;
}

void gl_glsl_set_get_proc_address(gfx_ctx_proc_t (*proc)(const char*))
{
   glsl_get_proc_address = proc;
}

void gl_glsl_set_context_type(bool core_profile,
      unsigned major, unsigned minor)
{
   glsl_core = core_profile;
   glsl_major = major;
   glsl_minor = minor;
}

const shader_backend_t gl_glsl_backend = {
   gl_glsl_init,
   gl_glsl_deinit,
   gl_glsl_set_params,
   gl_glsl_compile_program,
   gl_glsl_use,
   gl_glsl_num,
   gl_glsl_filter_type,
   gl_glsl_wrap_type,
   gl_glsl_shader_scale,
   gl_glsl_set_coords,
   gl_glsl_set_mvp,
   gl_glsl_get_prev_textures,
   gl_glsl_get_feedback_pass,
   gl_glsl_mipmap_input,
   gl_glsl_get_current_shader,

   RARCH_SHADER_GLSL,
   "glsl"
};